Anyway, that aside, I think we're definitely looking at a major Hugr push in the upcoming turns, while splitting off to pick up some more Craft tricks and otherwise raising our Social Skills up to scratch and getting our new Tricks to a usable level. There's apparently no longer a risk of Complications due to being Hamr 6 now when the babies come, so we can afford to spend our available Reward Dice to supplement our training and research.
I still think additional combat pool dice are good if they can be picked up cheaply. Like, I believe with a sax we now have a Cut weapon and can get Cut 2 and +3 Combat Pool for only 3 successes on the Training Dice. That's worth it, as is going for Farmwork 2 for a single extra Management Die. Of course, that's maybe 3 dice per turn in Hamr stuff and 1 in Fylgja, with the rest in Hugr and Tricks.
Our next 'big' investment that I have planned is something like 6d6 in Tracking so we can get it as soon as possible...the overflow of a high success would increase Wildcraft, which we also want, and we want it ASAP to stalk Horra with.
Hugr 7 unlocks Alloys, and it also boosts our Social Skills by extension by giving them more dice. It also helps our Craft Skills--though we need to develop Tricks now before we can properly make use of them.
It's 30 successes away which is...rough. Not impossible, but rough. We want it, obviously, but we might need to rely on lower hanging fruit in the conflict with Horra, depending on how imminent that is.
We also might want to consider trying to get our Ignition Tricks up to Mastered by spending more than just 1 die per turn on them. Since Mastered Ember-Winged Cloak and Mastered Firebomb-Strike could very nicely combine with our two Full Offense Tricks to create some really powerful unique moves.
The issue is that putting 1d6 in remains a lot more efficient on these. We'll have them all mastered with, like, 9-10 more turns (even before the two year deadline) at 1d6 invested per turn...if we tried to do EWC immediately, we'd need something like 16d6 invested to succeed on average (and yes, I mean invested...it needs 32d6 actually rolled). That's...not undoable by any means, but it's a lot less efficient and likely means we can't put the same kind of investment into Hugr we'd need in order to raise it in the same timeframe. There's some tricky tradeoffs there.
Sorry, poor choice of words on my part
I meant 'FUCKING EVIL'. Of the insidious kind.
Well that's...concerning. I think the plants are probably best, then, with the sword a close second and the cat a distant third.